BGE: Some various changes to make moving the character physics type easier:
authorMitchell Stokes <mogurijin@gmail.com>
Wed, 30 Jan 2013 05:55:17 +0000 (05:55 +0000)
committerMitchell Stokes <mogurijin@gmail.com>
Wed, 30 Jan 2013 05:55:17 +0000 (05:55 +0000)
commit9191b783bb2bc1a2d4be2b2cd215735e68353a56
tree8440c8b155a69580b358ded134bad49e27bb8eba
parent26ee2a1f79c3513ca9eaeb6a3a8d855c37088468
BGE: Some various changes to make moving the character physics type easier:
  * Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
  * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
  * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.

Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
16 files changed:
doc/python_api/rst/bge.types.rst
source/blender/editors/space_logic/logic_window.c
source/blender/makesdna/DNA_actuator_types.h
source/blender/makesrna/intern/rna_actuator.c
source/gameengine/Converter/KX_ConvertActuators.cpp
source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
source/gameengine/Ketsji/KX_BulletPhysicsController.h
source/gameengine/Ketsji/KX_CharacterWrapper.cpp
source/gameengine/Ketsji/KX_CharacterWrapper.h
source/gameengine/Ketsji/KX_IPhysicsController.h
source/gameengine/Ketsji/KX_ObjectActuator.cpp
source/gameengine/Ketsji/KX_ObjectActuator.h
source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
source/gameengine/Physics/Bullet/CcdPhysicsController.h
source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
source/gameengine/Physics/common/PHY_ICharacter.h